/*
 * ****************************************************************************
 * Copyright (c) 2013, Daniel Murphy All rights reserved.
 *
 * Redistribution and use in source and binary forms, with or without modification, are permitted
 * provided that the following conditions are met:
 * * Redistributions of source code must retain the above copyright notice, this list of conditions
 *   and the following disclaimer.
 * * Redistributions in binary form must reproduce the above copyright notice, this list of
 *   conditions and the following disclaimer in the documentation and/or other materials provided
 *   with the distribution.
 *
 * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY EXPRESS OR
 * IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND
 * FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR
 * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
 * DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
 * DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY,
 * WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY
 * WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
 * ****************************************************************************
 */
/** Created at 4:25:42 AM Jul 15, 2010 */
package org.jbox2d.callbacks

import org.jbox2d.dynamics.Filter
import org.jbox2d.dynamics.Fixture

// updated to rev 100
/**
 * Implement this class to provide collision filtering. In other words, you can implement this class
 * if you want finer control over contact creation.
 *
 * @author Daniel Murphy
 */
class ContactFilter {
  /**
   * Return true if contact calculations should be performed between these two shapes.
   *
   * @param fixtureA
   * @param fixtureB
   * @return
   * @warning for performance reasons this is only called when the AABBs begin to overlap.
   */
  fun shouldCollide(fixtureA: Fixture, fixtureB: Fixture): Boolean {
    val filterA: Filter = fixtureA.getFilterData()
    val filterB: Filter = fixtureB.getFilterData()
    if (filterA.groupIndex == filterB.groupIndex && filterA.groupIndex != 0) {
      return filterA.groupIndex > 0
    }
    return ((filterA.maskBits and filterB.categoryBits) != 0 &&
      (filterA.categoryBits and filterB.maskBits) != 0)
  }
}
